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Occams Razor • View topic - 1-Handed versus 2-Handed Weapons

1-Handed versus 2-Handed Weapons

1-Handed versus 2-Handed Weapons

Postby Joe Eveler » Tue Oct 15, 2013 5:42 pm

Looking through the rulebook, it seems that there is no difference in damage between a one-handed and two-handed weapon?
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Re: 1-Handed versus 2-Handed Weapons

Postby sndwurks » Tue Oct 15, 2013 6:01 pm

As with all Accelerant games that I am aware of, there is no base difference in damage between shorts, longs, two-handed, and polearms melee weapons without a Skill or Item that would create the difference. All melee weapons swing for Uncalled Damage, which is 1 damage that will not knock you to Unstable if it reduces you to 0 Vitality.

If I am wrong, someone please correct me.
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Re: 1-Handed versus 2-Handed Weapons

Postby liahgeron » Tue Oct 15, 2013 6:23 pm

In Occam's, the only advantage 2h gives you is reach, which is already hugely significant. Take it from the guy running around with a greatsword, reach is a great advantage that keeps you out of the range of most uncalled strikes since most attackers won't want to enter your reach just to deliver uncalled that you can deal right back to them. Also, as I found this session, that extra step of reach it grants you is crucial to trying to take out a gunner before they can fire a second time.


In other accelerant games, any damage differences between weapon styles are handled in the melee skills themselves. For example, there was a skill in a now finished game (Radiant Dragon) that allowed for one to spend 3 earth and swing for 10 damage, but only with a 2h-mace. Another game (Numina) allows one to plant your feet and swing multiple 2 damages while wielding 2 long 1h weapons, but only if you alternate hands between each swing. The only current exception I am aware of is Aralis 2, which grants a static +1 to any melee specialization (the basic melee crit) blows when you are wielding a 2h-weapon (except staff).
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